Daevanion routes · Equipment & stats · Situational Stigmas · Stigmas · Skills & special abilities · Macro Guide · Passive priorities · Recommended substats · Full class guide
Farm · Editorial progression targets. Spend within your available points.
Farm LOADOUT
Stigmas
Equip these 4 Stigmas
Comfortable solo pulls: use more damage.
Earth's Punishment
Stigma Lv. 1 → 5 → 10Earth damage plus periodic damage; contributes to stagger.
Use in this set: Condemnation synergy at rank 5.
Light of Protection
Stigma Lv. 1 → 5 → 10Toggle that increases nearby party PvE/PvP damage amplification and tolerance. Its effect does not stack with Chanter's corresponding mantra.
Use in this set: Party damage/protection toggle.
Noble Aura
Stigma Lv. 1 → 5 → 10Summons an aura that travels with the caster and attacks the target.
Use in this set: Persistent summon damage.
Prayer of Amplification
Stigma Lv. 1 → 5 → 10Temporarily increases attack.
Use in this set: Attack burst buff.
Stigma upgrade priority — target Lv. 10
Unlock your four equipped Stigmas at Lv. 1 first. Then upgrade them toward Lv. 10 in this order, using Lv. 5 as an intermediate checkpoint. These are investment targets, not the game’s maximum ranks. Upgrade a situational replacement when you actually use it; do not spend on every alternative first.
- Earth's Punishment — Lv. 1 → 5 → 10 · Condemnation synergy at rank 5
- Light of Protection — Lv. 1 → 5 → 10 · Party damage/protection toggle
- Noble Aura — Lv. 1 → 5 → 10 · Persistent summon damage
- Prayer of Amplification — Lv. 1 → 5 → 10 · Attack burst buff
For a regular situational setup, the replacement takes the removed skill’s place in this order. Source notes about other ranks describe those ranks; they are not Lv. 10 effects.
Protection overlaps Chanter Mantra. Salvation protects you, not the party; some powerful attacks bypass it.
Stigmas level with Shards. They do not use Mastery Specialty slots.
Other Stigmas — optional reference
Power Explosion
Stigma Lv. 1 → 5 → 10Earth damage to the target with stagger contribution.
Not equipped in this set. Situational alternative.
Absolution
Stigma Lv. 1 → 5 → 10Removes up to two weakening effects from the caster and nearby party members and restores health.
Not equipped in this set. Party cleanse + heal.
Benevolence
Stigma Lv. 1 → 5 → 10Applies a timed effect to the caster that continuously restores nearby party members' health.
Not equipped in this set. Sustained nearby party recovery.
Summon Resurrection
Stigma Lv. 1 → 5 → 10Revives nearby fallen party members near the caster.
Not equipped in this set. Revive fallen party members.
Salvation
Stigma Lv. 1 → 5 → 10Temporarily negates damage and prevents status effects; some powerful attacks bypass it.
Not equipped in this set. Emergency personal survival.
Root
Stigma Lv. 1 → 5 → 10Earth-area damage with a chance to root; the official list describes a guaranteed root against NPC targets.
Not equipped in this set. Situational alternative.
Yustiel's Power
Stigma Lv. 1 → 5 → 10Temporarily increases nearby party PvE/PvP damage tolerance.
Not equipped in this set. Situational alternative.
Voice of Doom
Stigma Lv. 1 → 5 → 10Earth-area damage over time and reduced enemy received healing.
Not equipped in this set. Situational alternative.
Assault Mark
Stigma Lv. 1 → 5 → 10Area HP/MP damage with rooting potential; defense increases with targets hit.
Not equipped in this set. Situational alternative.
Situational Stigmas
Choose these Stigmas only when the situation applies. Replace the named skill before the encounter and keep exactly four equipped.
Benevolence
Situation: Need more sustain?
Change one slot: From the recommended starting set, replace Prayer of Amplification with Benevolence. Keep the other three Stigmas.
Complete alternative set: Earth's Punishment + Light of Protection + Noble Aura + Benevolence.
Benevolence
Situational · Stigma Lv. 1 → 5 → 10Applies a timed effect to the caster that continuously restores nearby party members' health.
Use it: Keep Benevolence in both group setups. Activate it before sustained party damage so recovery is already running.
Each example starts from its named set. If you combine changes, check that the outgoing skill is still equipped and that the final bar contains four Stigmas.
Play it in 3 steps
- Prepare Protection and Noble Aura; place Divine Aura on the pack.
- Chain of Torment → Earth's Punishment → Condemnation; align Prayer of Amplification.
- Use Judgment for packs and basic attacks for MP. Take the sustain swap when needed.
Skills
Active skills & special abilities
All 12 active skills, their effects and Specialty selections for Farm.
Option numbers match the five lines shown on each skill. Total level includes gear and Daevanion bonuses. At total 16 all five options are available, but you still have two slots. The third slot opens at total 20. Checked options show our recommended total-20 setup; use the milestone selections below at lower levels. This is not a requirement to raise every skill to 20.
Earth's Retribution
Base Lv. 8 → 10Earth attack chain with wind follow-ups that restore MP; usable while moving.
Use it: Your resource recovery tool. Keep basic attacks flowing between damage skills. When MP falls, shorten the damage sequence and recover before the next healing check.
At the early total-8 milestone, choose MP recovery.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1+20% MP restoredOptionalUnlocks at total Lv. 8
- 2+20% [Discharge] Chain Skill trigger chance✓ RecommendedUnlocks at total Lv. 8
- 3+50% Multi-Hit on hit✓ RecommendedUnlocks at total Lv. 8
- 4-7s [Bolt] cooldown on landing [Discharge]✓ RecommendedUnlocks at total Lv. 12
- 5Ignores Block and EvasionOptionalUnlocks at total Lv. 16
Recommended selections
Support the skill’s follow-up or repeated activation. If MP is stable, swap option 1 to option 2. If farm MP runs low, replace the damage flex with option 1.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Judgment
Base Lv. 8 → 10Wind-area attack chain around the target; contributes to stagger and can be used while moving.
Use it: Useful for packs. Its place in a single-target loop depends on mana and the skill version: the reviewed beginner setup invests in it, while BoredAF prefers a developed auto-attack/Condemnation loop.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1-20% MP consumed✓ RecommendedUnlocks at total Lv. 8
- 2Deals up to 12% more damage when less targets are hit✓ RecommendedUnlocks at total Lv. 8
- 3-10% enemy Combat Speed for 5s on landing [Divine Punishment]OptionalUnlocks at total Lv. 8
- 410% chance to inflict Root for 2s on landing [Divine Punishment]OptionalUnlocks at total Lv. 12
- 5Activates [Divine Punishment] 1 extra time✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Reduce resource downtime during repeated casts. These selections apply if you use this skill. They do not raise its investment priority.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Condemnation
Base Lv. 8 → 10Earth-area attack against a target affected by Chain of Torment; contributes to stagger and permits movement.
Use it: Your central damage priority after the debuffs are established. Use the Earth's Punishment critical-hit interaction when that Stigma milestone is unlocked; healing and a necessary cleanse still interrupt the damage loop.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Restores 100 MP on hit✓ RecommendedUnlocks at total Lv. 8
- 2Up to +12% damage when less targets hit✓ RecommendedUnlocks at total Lv. 8
- 320% chance to inflict Root for 3sOptionalUnlocks at total Lv. 8
- 4Resets cooldown on landing a Critical Hit with [Condemnation]✓ RecommendedUnlocks at total Lv. 12
- 5Multi-Hit on hitOptionalUnlocks at total Lv. 16
Recommended selections
Favor a boss or a small number of targets. These selections apply if you use this skill. They do not raise its investment priority.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Divine Aura
Base Lv. 8 → 10Summons a stationary aura near the caster that periodically attacks the selected target with earth damage.
Use it: Place it where the boss will remain in range. Repositioning yourself does not make this stationary summon follow you; Noble Aura is the mobile summon.
Attack-speed specialty for single targets; area choice for packs.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1-40% Move Speed for 3s to up to 4 enemies within 4m of the AuraOptionalUnlocks at total Lv. 8
- 2Changes to AoE Skill✓ RecommendedUnlocks at total Lv. 8
- 3+50% [Divine Aura] attacking speedOptionalUnlocks at total Lv. 8
- 4+3s [Divine Aura] duration✓ RecommendedUnlocks at total Lv. 12
- 5-10s cooldown✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Use on packs that can be grouped safely. These selections apply if you use this skill. They do not raise its investment priority.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Chain of Torment
Base Lv. 5 → 8Earth-area damage and damage over time; reduces enemy PvE/PvP damage tolerance.
Use it: Apply before Condemnation. Refresh when its effect is expiring and the target can be attacked; do not spend the opener on filler while this party damage debuff is absent.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Slows target for 5sOptionalUnlocks at total Lv. 8
- 2+3s Damage over Time✓ RecommendedUnlocks at total Lv. 8
- 3Has a 20% chance to inflict Knockdown on the target for 3sOptionalUnlocks at total Lv. 8
- 4+10% PvE Damage Tolerance reduction and +5% PvP Damage Tolerance reduction✓ RecommendedUnlocks at total Lv. 12
- 5Ignores Block and Evasion and reduces Damage over Time interval by 50%✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Support damage or utility under the condition written on this option. These selections apply if you use this skill. They do not raise its investment priority.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Debilitating Mark
Base Lv. 5 → 8Wind damage with a damage-over-time effect and reduced enemy PvE/PvP damage amplification.
Use it: Apply early to reduce pressure while establishing the damage loop. Track its debuff separately from Chain of Torment; they solve different problems.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Removes MP Consumed and restores 150 MP✓ RecommendedUnlocks at total Lv. 8
- 2-15% target Defense for duration of Damage over Time✓ RecommendedUnlocks at total Lv. 8
- 3Has a 20% chance to inflict Stun on the target for 3sOptionalUnlocks at total Lv. 8
- 4+10% PvE Damage Boost reduction and +5% PvP Damage Boost reductionOptionalUnlocks at total Lv. 12
- 5Ignores Block and Evasion and reduces Damage over Time interval by 50%✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Support damage or utility under the condition written on this option. These selections apply if you use this skill. They do not raise its investment priority.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Light of Regeneration
Base Lv. 5 → 8Restores the caster and nearby party members over time; usable while moving without selecting an ally.
Use it: Use before predictable sustained damage. Stay in a position that covers the group, and avoid wasting repeated casts when the existing recovery already stabilizes everyone.
Movement specialty helps reposition while maintaining recovery.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1+5% Defense while healing✓ RecommendedUnlocks at total Lv. 8
- 2+20% amount healed when HP is 50% or lessOptionalUnlocks at total Lv. 8
- 3+5% Incoming Heal during healingOptionalUnlocks at total Lv. 8
- 4+5% Move Speed during healing✓ RecommendedUnlocks at total Lv. 12
- 5+5% PvE Damage Tolerance and +2.5% PvP Damage Tolerance during healing✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Support damage or utility under the condition written on this option. These selections apply if you use this skill. They do not raise its investment priority.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Healing Light
Base Lv. 5 → 8Heals the caster and the nearby party member with the lowest health; usable while moving without selecting an ally.
Use it: Use for focused recovery rather than treating it as a heal for every party member. Your position determines who is nearby. Reassess the party after each cast.
For group play, work toward total 16 and the consecutive-heal option.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1+2 consecutive uses✓ RecommendedUnlocks at total Lv. 8
- 2+20% amount healed when HP is 50% or less✓ RecommendedUnlocks at total Lv. 8
- 350% chance to remove 1 debuffOptionalUnlocks at total Lv. 8
- 4+2% HP restored✓ RecommendedUnlocks at total Lv. 12
- 5-2s cooldownOptionalUnlocks at total Lv. 16
Recommended selections
Keep an additional cast available for the next response. These selections apply if you use this skill. They do not raise its investment priority.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Thunderbolt
Base Lv. 5 → 8Charged wind-area damage around the target; contributes to stagger.
Use it: Charge during a safe window with stable party health. Prefer the faster-cast specialization in the reviewed early PvE setup; abandon a damage cast when a mechanic or heal requires attention.
Faster cast is the early practical choice.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 130% chance to inflict Stun for 3s when fully chargedOptionalUnlocks at total Lv. 8
- 2+300 Skill Accuracy✓ RecommendedUnlocks at total Lv. 8
- 3+30% Skill Speed✓ RecommendedUnlocks at total Lv. 8
- 4Up to +20% damage when less targets hitOptionalUnlocks at total Lv. 12
- 5Critical Hit on hit✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Keep the skill usable while positioning for mechanics. These selections apply if you use this skill. They do not raise its investment priority.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Lightning Barrage
Base Lv. 1 → 1A damage follow-up against a staggered target.
Use it: Reserve this for an actual stagger opportunity. Do not put a conditional attack ahead of reliable debuffs in a manual priority list.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Absorbs 5% HP✓ RecommendedUnlocks at total Lv. 8
- 2Restores 120 MPOptionalUnlocks at total Lv. 8
- 3Changes to mobile skillOptionalUnlocks at total Lv. 8
- 4Multi-Hit on hit✓ RecommendedUnlocks at total Lv. 12
- 5-1s all skill cooldowns on hit✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Improve recovery when incoming damage limits uptime. Use only during a real stagger opportunity; this is not a normal filler skill.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Radiant Recovery
Base Lv. 1 → 1Heals the caster and nearby party members and removes weakening magic; usable while moving.
Use it: Your group recovery/cleanse response. Watch the debuff and upcoming damage, not only missing HP. Choose its cleanse option when the encounter requires it.
Take the useful cleanse option for removable party debuffs.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Removes up to 2 debuffsOptionalUnlocks at total Lv. 8
- 2+1 consecutive use✓ RecommendedUnlocks at total Lv. 8
- 3-3s cooldown✓ RecommendedUnlocks at total Lv. 8
- 4+10% Incoming Heal for 10sOptionalUnlocks at total Lv. 12
- 5+5% HP restored✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Keep an additional cast available for the next response. For dangerous removable debuffs, swap an available slot to option 1.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Shock Release
Base Lv. 1 → 1Removes stun, knockdown, aerial restraint, grab, freeze and fear, then grants temporary control immunity. Its recast is unaffected by cooldown-reduction effects.
Use it: Keep this on a separate reachable key. Do not spend it automatically inside a damage macro: a saved control break can allow the group-saving recovery cast.
Special abilities · Specialty
Recommended setup · Total Lv. 20 · 3 slots
- 1Adds [Blessing of Regeneration] Chain SkillOptionalUnlocks at total Lv. 8
- 2Restores 1000 Stamina on using [Defiance]✓ RecommendedUnlocks at total Lv. 8
- 3Restores 10% HP on using [Defiance]✓ RecommendedUnlocks at total Lv. 8
- 4+2s Tenacity durationOptionalUnlocks at total Lv. 12
- 5+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration✓ RecommendedUnlocks at total Lv. 16
Recommended selections
Support damage or utility under the condition written on this option. Keep this emergency control break manual. Do not buy bonus ranks solely to copy the preview.
Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗
Macro Guide
PvE practice layout · adapted to this activity’s equipped Stigmas · Reviewed 9 Oct 2026
Copy the columns, then choose comfortable keys. These are example bindings. Hover or focus a skill for its effects; on touch screens, tap to inspect it.
Skill bar placement
Top: row 3 · Bottom: row 0, checked first. Gold columns belong to the macro.
Example keys: upper manual slots use Shift. Scroll the bar sideways on smaller screens.
0 → 1 → 2 → 3: the first usable skill wins. A repeatable filler placed too early can prevent later skills from firing.
Manual skills · separate bindings
These complete the bar with every remaining active skill and equipped Stigma. Keep each on a separate binding outside the repeating macro. Numbers identify manual slots, not required keys or a cast order. Passive skills do not occupy bar slots.
Set up the in-game macro
- Arrange the columns as shown in the Skill screen. Open Macro and add these quick-slot columns:
- Bind Macro to a spare key, for example RMB, in Settings → Key Settings → General. Keep that binding separate from the Q/E columns.
- For an initial test, use 50 ms per entry as an editorial starting point. Test on a target dummy; this is not a measured optimum. Reduce or increase it only after checking which skills actually fire.
- Hold the macro key during safe damage uptime; release it to stop. Use the basic attack as described below. Manual input takes priority. Step order is not guaranteed: this is not a fixed one-press combo.
Mouse macro bindings need a compatible control mode; check AION 2 Control Mode if they do not work. Preset changes stop the macro. Recheck the columns in each preset.
Only Stigmas equipped in this guide’s current starting set are shown; keep exactly four equipped. When you swap a Stigma, replace its bar slot too.
Written placement · highest priority first
- LMB: Earth's Retribution.
- Q: 0: Earth's Punishment → 1: Chain of Torment → 2: Condemnation.
- E: 0: Divine Aura → 1: Judgment.
Separate manual slots
- 3: Debilitating Mark
- 4: Thunderbolt
- 5: Healing Light
- 6: Radiant Recovery
- 7: Light of Regeneration
- 8: Prayer of Amplification
- 9: Light of Protection
- 0: Noble Aura
- -: Shock Release
- =: Lightning Barrage
Hold Earth's Retribution on LMB together with the macro key during safe damage uptime. Release for movement, mechanics or manual casts.
How to use this layout
- Start the Q column and confirm Chain of Torment lands before expecting Condemnation. Q checks Earth's Punishment, then Chain of Torment, then Condemnation. E checks Divine Aura before Judgment; a constantly usable Judgment must not sit below Divine Aura.
- For the critical-reset version, equip Earth's Punishment at Stigma Lv. 5 or above and select Condemnation's cooldown-reset-on-critical Specialty (unlocked at total Lv. 12). Without it, expect gaps; use the basic attack and your E column.
- Stop the damage macro to heal, cleanse or move. Charge Thunderbolt manually. When equipped, keep Power Explosion available for stagger. Prayer of Amplification is an optional personal damage buff, not a party buff.
Editorial layout, not an in-game DPS benchmark. Regional names, skill levels and selected Specialties can change its behavior. Community class guide · source comparisons · English in-game macro controls.
Passive skills & investment priorities
Max these passives first — in this order
For Farm, put your passive upgrade points into the priority skills below. Max the first one, then the next, until this list is complete. Do not spread points across optional passives first.
- Warm Benediction — max Base Lv. 10
- Empyrean Lord's Grace — max Base Lv. 10
- Earth's Grace — max Base Lv. 10
Warm Benediction
1. Max first · Base Lv. 10Increases maximum HP and MP.
First passive priority in every activity: max Warm Benediction to Base Lv. 10 before investing in other passives. Its maximum HP and MP support Group PvE Dungeon, farming, solo questing and PvP.
Empyrean Lord's Grace
2. Max first · Base Lv. 10Raises critical and a bonus-strike stat and adds damage when attacks land.
One of the main offensive passives. Prioritize bonus skill ranks on gear and Arcana alongside Earth's Grace and Healing Enhancement.
Earth's Grace
3. Max first · Base Lv. 10Increases critical damage amplification and accuracy.
A core offensive passive with accuracy utility. Improve critical chance alongside it so the critical-damage component is used regularly.
Optional passives — after your priorities
Keep these at their initial rank while completing the priority list. Invest leftover points only when their effect helps your build or encounter.
Empyrean Lords' Benediction
Optional · upgrade after the priority listIncreases block and restores health after a successful block.
Conditional personal sustain. Place reliable party healing and the core offensive/healing passives ahead of it for the general ranged PvE plan.
Healing Enhancement
Optional · upgrade after the priority listIncreases healing amplification based on attack.
Core healing scaling. Attack investment supports this passive as well as damage, so a Cleric does not need to treat every offensive stat as wasted healing investment.
Immortal Veil
Optional · upgrade after the priority listIncreases defense and critical resistance.
A defensive choice for progression; use it to address deaths instead of blindly copying a geared damage setup.
Heal Block
Optional · upgrade after the priority listAttacks have a chance to reduce the target's received healing.
A specialized anti-recovery tool, especially relevant against healing opponents; it is not the core first-dungeon PvE passive.
Prayer of Concentration
Optional · upgrade after the priority listAt low health, creates a shield and increases healing amplification.
Reactive personal safety. Do not deliberately enter lethal health to trigger it.
Survival Willpower
Optional · upgrade after the priority listRaises status resistance and provides additional resistance under specified control effects.
Consider for control-heavy fights and PvP; it does not replace positioning or a deliberately held Shock Release.
Radiant Benediction
Optional · upgrade after the priority listAttacks can restore health to the caster and nearby party members.
Connects damage uptime to incidental party recovery. Useful in the early group setup, but a chance-based heal must not be the only answer to a predictable burst.
Recommended substats
Soul BindingRandom equipment lines: choose from the actual item's available pool. These are practical priorities, not universal stat weights or socket recommendations.
Cleric: for group healing, favor casting speed, Attack scaling and healing-passive levels. Damage Boost is a damage choice, not a substitute for healing output. Use the offensive targets for solo damage.
Substats by equipment slot
Starting targets for this role. A listed alternative is useful only if that item can roll it; this is not a required full set of lines.
| Equipment slot | Look for first | Useful alternatives |
|---|---|---|
| Weapon / off-hand | Combat Speed · Weapon Damage Boost · Damage Boost | Might · Precision · Active skill levels |
| Head | Double Chance · Attack increase | Passive skill levels |
| Shoulders | Double Chance · Critical Damage Boost | Passive skill levels |
| Chest | Damage Boost | Perfect Chance · Passive skill levels |
| Hands | Combat Speed | Perfect Chance · Passive skill levels |
| Legs | Attack increase | Damage Tolerance · Perfect Chance |
| Cloak | Double Chance · Attack increase | Passive skill levels |
| Feet | Move Speed | Perfect Chance · Passive skill levels |
| Earrings | Might · Passive skill levels | Precision · Move Speed |
| Necklace | Combat Speed · Might | Passive skill levels |
| Rings | Active skill levels | Might · Precision |
| Bracelets | Time · Destruction | Wisdom · Illusion |
Skill-level lines
Rings and weapons can supply active levels; armor, earrings and necklaces can supply passive levels. Compare the next level's benefit before replacing a strong stat line.
Active skills to inspect: Earth's Retribution · Judgment · Condemnation
Passive skills to inspect: Warm Benediction · Empyrean Lord's Grace · Earth's Grace
These follow this build's skill priorities, not a measured ranking of gear rolls. Total 16 opens all Specialty options; total 20 opens the third slot. Count gear, Arcana and Daevanion together.
Before spending on rerolls
- Keep a useful rare line first. Improve affordable secondary lines afterward; do not chase perfect rolls on temporary gear.
- Accuracy and Critical Hit needs change with buffs and enemy defenses. Check real encounters instead of copying an unverified cap.
- Attack increase is a percentage line; Attack is a flat line. Cooldown Reduction is not an ordinary roll on every slot; Illusion is one way to obtain cooldown support.
Daevanion routes
Start at the center. Follow the numbered route to the corners; later, complete the blue nodes. Gray connecting nodes are required. Green detours are avoided where a connected alternative exists.
Each panel is a completed target for that board, not a level requirement. Spend available points in order. Hover, focus or tap a node to see its name.
CLERIC EQUIPMENT
Equipment & stat panel
Select a slot to inspect its item, enhancement and stats.
This is an example build, not your live character. Values reflect the selected equipment and collection setup; they are not minimum requirements.
Full class guide — gear, skills & sources
This guide combines four videos published between 31 August and 21 September 2026 with official reference-client skill and item records. The main build uses four Stigma slots and separates first-dungeon progression from developed-character damage setups.
English names follow the reviewed guides where the skill identity is clear. English names identify the skills; original source links remain available. This is an editorial build recommendation, not a simulated best-in-slot ranking. Specific video rank milestones refer to the source build shown; the core skill effects are linked to NC.
Compare gear & save your setup
Explore exact item variants with +0 stats and source-listed acquisition categories. These examples support the gear discussion; they are not a best-in-slot ranking.
Equipment examples & food records
Ancient Spirit's Boots (Engraved)
Ancient Spirit's Breastplate (Engraved)
Ancient Spirit's Cloak (Engraved)
Ancient Spirit's Earring (Engraved)
Ancient Spirit's Gloves (Engraved)
Ancient Spirit's Greaves (Engraved)
Ancient Spirit's Helmet (Engraved)
Ancient Spirit's Necklace (Engraved)
Ancient Spirit's Pauldrons (Engraved)
Ancient Spirit's Ring (Engraved)
Eroded Afterimage's Breastplate (Engraved)
Eroded Ruler's Red-Hot Hammer (Engraved)
Lava Heart's Pyroclastic Mace (Engraved)
Ludra's Destruction Mace (Engraved)
Shining Azure Dragon King's Mace
Shining Wise Dragon King's Breastplate
Shining Wise Dragon King's Guarder
Shining Wise Dragon King's Mace
Shining Wise Dragon King's Necklace
GLOBAL EU · Healer / damage
Cleric consumables
Reserve MP and personal survival for the next group damage event. Use shards during your attack windows; their tooltip does not establish a direct healing bonus.
Role recommendations are editorial. Item effects come from NC’s Global EU records, checked 30 September 2026; the rest of this class guide keeps its own region scope.
Before attacking
Activate for attack windows; ordinary shards are the budget starting point.
Food choice
An all-faction attack/accuracy food option from supplies and rewards. A practical choice when already owned; check stock before buying alternatives.
Role priority
Use before a long, mana-intensive fight: this reduces MP costs for five minutes. It does not instantly refill your mana bar.
Personal emergency
Check the level requirement. Keep instant recovery reachable; avoid overhealing.
Prioritize a suitable MP-cost or regeneration option when healing uptime is resource-limited. Self recovery keeps you available to heal others; a cleanse potion does not replace a party cleanse.
Battle Enhance Scroll (Bound) is an optional damage-and-survival addition for serious attempts.
Superior Healing Potion is a personal cleanse for eligible effects, not an HP heal.
Quick build: choose your PvE job
Build recommendationKeep Earth's Punishment,
Benevolence and
Yustiel's Power in both group setups. With a Chanter, take
Absolution; without a Chanter, take
Light of Protection. These five recommendations form two four-slot sets, not a five-slot bar.
| Situation | Four Stigmas | Why |
|---|---|---|
| Without a Chanter | With a Chanter in the group, do not take | |
| With a Chanter | With a Chanter, take |
Strengths, limitations & your real role
Build recommendationCleric combines group recovery, cleansing and resurrection with enemy debuffs and its own damage. Success is keeping the party functional while maintaining useful pressure. Damage is valuable because a shorter fight reduces the number of mechanics the group must survive.
- Strengths: several forms of party recovery, a lowest-health ally heal, anti-debuff tools, resurrection and useful enemy weakening.
- Main constraint: healing, offensive debuffs and movement compete for attention. A perfect attack sequence is worthless if you cannot respond to the next party damage event.
- There is no fixed healing percentage for every fight. Experienced farm groups permit more damage; learning groups require a larger safety margin.
- Major mechanics can be lethal regardless of your heal throughput. Explain the mechanic and position safely rather than spending every recovery tool trying to negate it.
Pre-pull checklist
Build recommendationPrepare the party before the tank starts the encounter.
- Keep
Earth's Punishment,
Benevolence and
Yustiel's Power in both group setups. With a Chanter, take
Absolution; without a Chanter, take
Light of Protection. These five recommendations form two four-slot sets, not a five-slot bar.
- With a Chanter in the group, do not take
Light of Protection: use
Absolution in that slot. Without a Chanter, take
Light of Protection. Coordinate the party buff with your Chanter before the pull.
- Keep recovery, cleansing,
Yustiel's Power and
Shock Release on separate manual keys. Add a Resurrection key only if you equip that situational Stigma.
- Check food duration, MP and positioning. Stand where nearby allies remain in your recovery area without following the tank into a frontal attack.
- Identify the first incoming party damage event. Plan whether
Light of Regeneration is enough or whether
Benevolence/
Absolution must be reserved.
Boss opener: establish the damage window
Build recommendationUse this as an opening order when the party is safe and the boss can be attacked. The loop is priority-based; a heal or mechanic takes precedence over finishing the list.
- Use
Light of Protection without a Chanter; with a Chanter, keep
Absolution ready. Place
Divine Aura for the boss, prepare
Benevolence for sustained damage and time
Yustiel's Power before heavy incoming damage.
- Apply
Debilitating Mark to weaken the enemy's outgoing pressure.
- Apply
Chain of Torment to reduce damage tolerance and enable
Condemnation.
- Apply
Earth's Punishment. At its demonstrated level-5 milestone this creates the critical-hit interaction used by
Condemnation.
- Use available
Condemnation casts and resets while continuing basic attacks for MP recovery.
- Refresh the debuffs as their effects expire. Use
Thunderbolt in safe casting windows and
Lightning Barrage when a stagger opportunity exists. Interrupt this loop immediately for a required recovery action.
Sustained rotation: what to press next
Build recommendationTreat this table as a decision queue, not an uninterruptible macro.
| Priority | Action | Reason |
|---|---|---|
| 1 — prevent a wipe | Move out of lethal mechanics; use a necessary heal or cleanse. | You cannot recover the party while dead or controlled. |
| 2 — restore key effects | Refresh | Preserves |
| 3 — exploit the interaction | Use the critical interaction once its rank milestone is active. | |
| 4 — maintain useful damage | Keep summons contributing; use safe | Avoid long or conditional actions at the expense of the first three priorities. |
| 5 — recover resources | Maintain | Leave enough MP to answer the next healing check. |
Single target, packs & movement
Build recommendationA dungeon is not one uninterrupted target dummy. Re-evaluate when the tank moves a pack or a boss leaves your stationary summon.
| Situation | Adjustment |
|---|---|
| Single boss | Prioritize debuff uptime and |
| Several enemies | Use the area coverage of |
| Boss moving | Keep mobile effects and summons useful. Avoid committing to |
| Stagger window | Use |
| Mechanic downtime | Move, recover MP and prepare healing. Save temporary offensive buffs for the next actual targetable window. |
Group healing: how targeting actually works
Build recommendationThe official reference-client descriptions identify several recovery skills as non-targeted. Their effects depend on the caster and nearby party members. Healing Light is distinct: it restores you and the lowest-health nearby party member, rather than healing every ally at once.
| Party condition | Use | Execution |
|---|---|---|
| One ally is falling behind | Move within useful coverage, cast, and reassess who is now lowest. | |
| Predictable repeated damage | Start sustained recovery before the damage sequence rather than after every health bar collapses. | |
| Several allies hurt and/or weakening magic applied | Use the group heal and cleanse deliberately. Pick the cleanse specialization for the mechanic. | |
| Dangerous debuffs or a failed recovery window | Remove up to two weakening effects and recover party HP; hold it for a meaningful event. | |
| Comfortable health while attacking | Treat proc healing as support to the plan, not a guaranteed emergency heal. | |
| Party member dead | Do not take |
Healing sequence: stabilize, then resume damage
Build recommendationThis is our practical triage sequence derived from the skill functions. It is intentionally conditional: stacking every heal on the first hit can leave the group without an answer to the second.
- Check your own safety and the next mechanic. Move into party coverage before committing to recovery.
- If a harmful effect is causing continuing danger, cleanse with
Radiant Recovery or
Absolution as appropriate.
- Use
Healing Light for a low individual; use group recovery for widespread damage.
- Layer
Light of Regeneration or
Benevolence when further damage is expected, rather than using a large emergency tool for every small deficit.
- Do not take
Summon Resurrection in the starting group build. Many players revive with resurrection stones, and its 2-minute cooldown makes it a poor answer to frequent deaths while learning. Consider it later in high-end content when the group rarely dies, for an occasional recovery from safe ground.
- Return to debuffs and
Condemnation once the party is stable. Do not leave
Chain of Torment absent merely because the previous event required healing.
Skill investment & specialization milestones
Build recommendationNormal Mastery points and total skill level are different. Gear, Arcana and Daevanion bonus ranks help reach milestones beyond ordinary point investment. Do not read “level 16” as sixteen normal points available to a fresh character.
| Skill | Priority / milestone | Choose for |
|---|---|---|
| Early total level 8; mana specialization in aLuckyRO's setup. | Resource-constrained first dungeons. | |
| Main damage investment once the enabling debuff and interaction are available. | Reliable single-target pressure between heals. | |
| Invest for difficult groups; developed target level 16 from BoredAF. Consecutive-heal option is discussed by aLuckyRO. | Focused emergency recovery. | |
| Prioritize useful recovery; choose cleanse when required by the encounter. | Group recovery and harmful-effect removal. | |
| Movement-speed specialization recommended by BoredAF. | Recovery that helps the party reposition. | |
| Single-target attack-speed option; area option for packs in aLuckyRO's setup. | Match the summon specialization to your activity. | |
| Faster-cast option in the early PvE recommendation. | Reduce the time committed to a charged attack. | |
| Stigma level 5 in the demonstrated critical-interaction build. | ||
| Do not take | Only in high-end content with rare deaths, replace |
Passive priorities: healing and damage together
Build recommendationStart with a functional recovery package and improve the passives that match the limiting factor in your runs.
| Passive | Use in the build | When to prioritize |
|---|---|---|
| Converts attack investment into healing amplification. | When recovery strength is limiting; also a preferred bonus-rank target. | |
| Critical/bonus-strike effects and additional attack damage. | Core damage passive after basic healing is reliable. | |
| Critical-damage amplification and accuracy. | Core offensive scaling and an important gear/Arcana rank target. | |
| Chance-based party recovery from attacks. | Early group sustain while maintaining damage uptime. | |
| HP/MP or defense-oriented support. | When you die or run out of resources before completing the fight. |
Stigma swaps & Chanter coordination
Build recommendationWith a Chanter in the group, do not take Light of Protection: use
Absolution in that slot. Without a Chanter, take
Light of Protection. Coordinate the party buff with your Chanter before the pull.
- Keep
Benevolence in both group setups. Activate it before sustained party damage so recovery is already running.
- Keep
Yustiel's Power in both group setups. Use it before an incoming damage window to protect the party; keep it on a manual key.
- Do not take
Summon Resurrection in the starting group build. Many players revive with resurrection stones, and its 2-minute cooldown makes it a poor answer to frequent deaths while learning. Consider it later in high-end content when the group rarely dies, for an occasional recovery from safe ground.
- Only in high-end content with rare deaths, replace
Earth's Punishment with
Summon Resurrection if the group needs a recovery option. Keep the other three Stigmas from your Chanter or no-Chanter setup; this trades damage for recovery.
Daevanion: first-dungeon priority route
Build recommendationFor a fresh group healer, the reviewed board route prioritizes getting actions back sooner and surviving to use them. Follow the connected-node rules; the table gives the destination priorities, not invented grid coordinates.
| Order | Board / target | What to do |
|---|---|---|
| 1 | Nezekan: cooldown reduction | Connect to cooldown-reduction nodes first so recovery tools return sooner. |
| 2 | Nezekan: combat speed | Improve responsiveness, then take useful defense and attack on the route. |
| 3 | Zikel: damage tolerance | Establish survival before completing offensive branches. |
| 4 | Zikel: damage boost | Add offensive/healing-supporting progression after the defensive route. |
| 5 | Useful active/passive skill nodes | Return for bonus ranks relevant to your actual build; avoid finishing weak branches merely for visual completeness. |
| 6 | Vaizel / Triniel | Prioritize useful skill nodes while points remain limited; fill broad stat lines as the build develops. |
| 7 | Ariel: PvE progression | Take useful PvE tolerance for learning encounters, then develop PvE offense as survival stabilizes. |
| Separate preset | Azphel: PvP | Do not spend the PvE plan as if PvP nodes were interchangeable with Ariel. |
Daevanion: which skill nodes matter
Build recommendationSpend toward the next useful skill threshold, not simply the nearest colored square. This shortlist combines the creator board route with the selected healing and damage package.
- Healing shortage: compare routes that improve
Healing Light,
Radiant Recovery and
Healing Enhancement.
- Damage shortage with a stable group: prioritize useful ranks in
Condemnation,
Empyrean Lord's Grace and
Earth's Grace.
- Plan the path cost before committing: count connecting nodes as well as the destination node.
- When you obtain new gear or Arcana ranks, recalculate your total skill levels. A node that completed a milestone earlier can become a lower priority.
- Save distinct solo and group presets. The early group route deliberately values survival more than a solo damage route.
Stats: meet the encounter, then scale
Build recommendationFor offensive stats, the shared direction is attack, critical chance, bonus-hit effects and responsive combat. Accuracy is a requirement to meet for the content, not a universal number to copy from a different dungeon tier.
| Stat / attribute | Practical priority |
|---|---|
| Accuracy / Freedom | Meet the target encounter's requirement before assuming more critical or damage can compensate for missed attacks. |
| Attack / Destruction / Might | Supports damage and attack-scaled |
| Critical chance | Works with the damage package; evaluate alongside |
| Combat speed / Time | Improves responsiveness; an early board and gear target in the reviewed setups. |
| Cooldown reduction / Illusion | Brings recovery and offensive tools back sooner. |
| Double / multi-hit / bonus-strike stats | Offensive affixes discussed by the creators. Keep the client's distinct stat names separate; do not assume every translated bonus-hit term is identical. |
| HP / damage tolerance | Increase when progression deaths prevent you from fulfilling the healer role. |
Gear: affix targets by equipment slot
Build recommendationUse this as an affix-shopping and soul-engraving plan for the reviewed developed-character setup. It is more useful than choosing an item purely by color. Named-item best-in-slot rankings require a defined dungeon tier and budget; this table specifies the stats to compare.
| Slot | Affix / rank targets | Decision |
|---|---|---|
| Mace and offhand | Damage boost, combat speed, multi-hit chance, attack; extra crafted lines can add Might and weapon damage boost. | First improve a usable offensive core without losing required accuracy or survival. |
| Helmet / cloak | Attack-oriented lines and Smite where supported; useful passive ranks. | wetherow singles these slots out for Smite access. |
| Chest | Damage boost plus useful passive ranks. | Preserve the slot-specific offensive line when comparing pieces. |
| Legs | Damage tolerance plus useful ranks. | The defensive exception in the reviewed offensive setup. |
| Gloves | Combat speed plus useful ranks. | Do not discard a useful speed roll solely for a small score increase. |
| Boots | Movement speed plus useful ranks. | Movement supports mechanic execution and party coverage. |
| Earrings / necklace | Offensive lines; | Compare the total ranks gained across the full set. |
| Rings | Reach meaningful skill thresholds rather than spreading bonuses over unused skills. | |
| Bracelets | Relevant Empyrean Lord attributes. | Evaluate their contribution to Time, Illusion and the other attributes you need. |
Upgrade spending order
Build recommendationThis order is our practical synthesis for a limited budget. Fix a missing function before paying for a marginal upgrade to a working one.
- Keep
Earth's Punishment,
Benevolence and
Yustiel's Power in both group setups. With a Chanter, take
Absolution; without a Chanter, take
Light of Protection. These five recommendations form two four-slot sets, not a five-slot bar.
- Reach the useful skill specializations and total-rank thresholds in the skill table.
- Meet the accuracy and survival requirements of the content you are actually entering.
- Improve weapon/offhand affixes and the three core passive rank targets across gear and Arcana.
- Preserve slot-specific speed, tolerance and movement options while replacing temporary equipment.
- Only then chase small affix improvements or alternate Arcana combinations; compare the whole build, including any set bonus lost.
Arcana: two documented five-slot setups
Build recommendationThe sources disagree on the default compass and set split. Both use a Time chalice, a Life parchment, a Destruction bell and an Illusion mirror. Choose using your accuracy and resource needs; the reviewed videos do not prove a universal DPS winner.
| Slot | Four Vigor + one Magic | Three Vigor + two Magic |
|---|---|---|
| Chalice / grail | Vigor — Time | Vigor — Time |
| Parchment | Vigor — Life | Vigor — Life |
| Compass | Vigor — Freedom | Magic — Death |
| Bell | Magic — Destruction | Magic — Destruction |
| Mirror | Vigor — Illusion | Vigor — Illusion |
| Source / purpose | BoredAF: retain four-piece Vigor and accuracy; his loop has little mana pressure. | wetherow: select Death on the compass for critical chance, with a different set split. |
Arcana: ranks, crafting & trade-offs
Build recommendationArcana affects both attributes and skill ranks. Compare the card's contribution to your build rather than treating the set label alone as a complete recommendation.
- Prioritize useful ranks in
Empyrean Lord's Grace,
Earth's Grace,
Healing Enhancement and
Condemnation where the card can roll them.
- Use unwanted cards as enhancement material only after checking whether they are useful to another preset.
- The reviewed crafting example selects two desired additional skill effects and shows a crystal/Kinah cost; compare the cost against improving a usable existing card.
- Switching a Vigor compass for a Magic compass changes both its attribute and the number of Vigor pieces. Include the lost set threshold in the comparison.
- Do not copy displayed high-rank Stigma percentages or a fully enhanced Arcana total onto a new character. Use the bonuses your equipped cards actually grant.
Food & drinks: concrete reference-client item choices
Build recommendationThe values below come from individually opened official item records. All five require character level 10, last 300 seconds and list crafting as their acquisition source. White Dragon variants are Elyos; the verified Black Dragon Wellington is Asmodian. Names are English translations; linked source records identify the exact variants.
| Item | Verified buff | Use |
|---|---|---|
| White Dragon Beef Wellington ↗ | Attack +16; defense +162; accuracy +12; status resistance +3%; maximum stamina +300. | Elyos offensive all-round choice when attack and accuracy are useful. |
| Black Dragon Beef Wellington ↗ | Attack +16; defense +162; accuracy +12; status resistance +3%; maximum stamina +300. | The verified Asmodian counterpart. |
| White Dragon Fruit Juice ↗ | Natural MP recovery +36; maximum flight resource +60; natural stamina recovery +50%. | Elyos resource-support drink for MP-sensitive play. |
| White Dragon Chop Steak ↗ | Maximum HP +148; maximum MP +74; defense +162; block +12; status resistance +3%; maximum stamina +300. | Elyos defensive alternative for progression. |
| White Dragon Seafood Pasta ↗ | Critical +12; evasion +12; block +12; status resistance +3%; maximum stamina +300. | Elyos critical-oriented alternative when the accuracy food is less useful. |
Buff upkeep & consumable habits
Build recommendationSelect a food for the current weakness of your build. The recommendations above are choices, not an instruction to stack every listed food simultaneously.
- Before a pull, confirm the chosen food icon and remaining duration. A 300-second buff can expire during a long encounter.
- With a Chanter in the group, do not take
Light of Protection: use
Absolution in that slot. Without a Chanter, take
Light of Protection. Coordinate the party buff with your Chanter before the pull.
- Keep MP recovery and emergency recovery items accessible; use your basic attack recovery before unnecessary filler empties the resource bar.
- After a death or a preset change, inspect the actual buffs again before the next pull rather than assuming the previous setup remains active.
- Do not count a food, aura or party buff twice when comparing stats. Check the active effect displayed by the client.
Controls & in-game macro setup
Build recommendationBoth reviewed macro discussions use the game's own skill-chain/macro controls. Keep decisions that depend on the encounter under your control.
- Bind an accessible in-game macro activation key through the game's key settings.
- Group the offensive debuff/attack sequence in the intended skill-chain order and test it on a safe target.
- Keep recovery, cleansing,
Yustiel's Power and
Shock Release on separate manual keys. Add a Resurrection key only if you equip that situational Stigma.
- Verify that basic attacks continue between skills in your selected combat mode. aLuckyRO demonstrates different continuation behavior between tab-target and action modes.
- If MP drains, shorten the sequence or release it to recover. Test the result by watching landed actions and resource behavior, not by copying a delay value from a different connection.
Common problems & fixes
Build recommendationUse the symptom to choose the next change.
| Problem | Check first | Adjustment |
|---|---|---|
| Is | Reapply the enabling effect and verify the target before changing gear. | |
| Party dies despite damage uptime | Recovery timing, cleanse choice and proximity. | Use the progression/cleanse preset; stop the loop earlier to respond. |
| You run out of MP | Basic attack continuation and excessive filler. | Recover with |
| A Chanter joins but your slot remains redundant | The relative level of the corresponding party buffs. | Use the effective higher-level effect and replace the redundant Stigma if appropriate. |
| New gear looks stronger but healing drops | Lost | Compare total skill ranks and affixes before accepting a score-only upgrade. |
| A copied build has too many abilities | Four slots versus a developed six-slot source character. | Choose one of the four-slot presets rather than copying the whole bar. |
| Damage remains low in a safe group | Debuff uptime, accuracy, summon range and unused | Fix execution before spending on small stat upgrades. |
What this guide establishes
The recommendation is deliberately scoped to group PvE and a four-slot Stigma plan. The core mechanics are grounded in official reference-client descriptions; the build choices are our synthesis of recent creator demonstrations and advice.
- Four videos, three independent creators, all within the 30-day window ending 29 September 2026. The two aLuckyRO videos are one creator perspective.
- All 35 official reference-client skill entries are included below with icons, English lookup names and practical use notes.
- The food values and faction restrictions come from official item details rather than a generic MMO consumable list.
- Gear tables define affix/rank priorities. They do not claim a named-item BiS ranking, a simulated DPS result or a complete node-coordinate planner.
- This PvE plan is not a PvP build. The situational control skills are documented so readers can understand their kit without mixing PvP allocation into the dungeon preset.
Creator perspective
Attributed opinions from reviewed video captions. These are individual assessments, not a player consensus or verified performance rankings.
BoredAF · 2026-09-21
Emphasizes party debuff uptime, Condemnation synergy, a healing flex and a four-Vigor Arcana option. Healing responsibility remains part of the role.
Taiwan experience; four-slot PvE recommendation.
Cleric Class Guide — PvE priorities ↗wetherow · 2026-09-07
Provides slot-specific affix priorities and a three-Vigor/two-Magic alternative. Several displayed Stigma effects belong to developed skills, so they are separated from the starter loadout.
Developed-character gearing and ranks.
The Ultimate Cleric Build Guide ↗aLuckyRO · 2026-09-08
Adds a practical mana, healing and cooldown-first progression perspective. The guide below resolves conflicting early-heal advice by separating easy farming from progression groups.
Limited-point first-dungeon progression.
Skills, Stigmas, Daevanion & Macros ↗aLuckyRO · 2026-08-31
Explains the survival-first board route and why a fresh character should not copy an already completed damage board.
Early board progression; same creator as the preceding source.
Daevanion Setup & Early Priorities ↗Skill field guide
35 selected skills. Short functional summaries; English names are working translations. Open a skill for its role, upgrade recommendations and source context.
Official reference-client skill list ↗ · Source updated 2026-08-13
Mastery · active
Earth's Retribution ↗
Earth attack chain with wind follow-ups that restore MP; usable while moving.
Judgment ↗
Wind-area attack chain around the target; contributes to stagger and can be used while moving.
Debilitating Mark ↗
Wind damage with a damage-over-time effect and reduced enemy PvE/PvP damage amplification.
Divine Aura ↗
Summons a stationary aura near the caster that periodically attacks the selected target with earth damage.
Chain of Torment ↗
Earth-area damage and damage over time; reduces enemy PvE/PvP damage tolerance.
Lightning Barrage ↗
A damage follow-up against a staggered target.
Light of Regeneration ↗
Restores the caster and nearby party members over time; usable while moving without selecting an ally.
Condemnation ↗
Earth-area attack against a target affected by Chain of Torment; contributes to stagger and permits movement.
Healing Light ↗
Heals the caster and the nearby party member with the lowest health; usable while moving without selecting an ally.
Radiant Recovery ↗
Heals the caster and nearby party members and removes weakening magic; usable while moving.
Thunderbolt ↗
Charged wind-area damage around the target; contributes to stagger.
Shock Release ↗
Removes stun, knockdown, aerial restraint, grab, freeze and fear, then grants temporary control immunity. Its recast is unaffected by cooldown-reduction effects.
Mastery · passive
Warm Benediction ↗
Increases maximum HP and MP.
Empyrean Lords' Benediction ↗
Increases block and restores health after a successful block.
Empyrean Lord's Grace ↗
Raises critical and a bonus-strike stat and adds damage when attacks land.
Healing Enhancement ↗
Increases healing amplification based on attack.
Immortal Veil ↗
Increases defense and critical resistance.
Heal Block ↗
Attacks have a chance to reduce the target's received healing.
Prayer of Concentration ↗
At low health, creates a shield and increases healing amplification.
Earth's Grace ↗
Increases critical damage amplification and accuracy.
Survival Willpower ↗
Raises status resistance and provides additional resistance under specified control effects.
Radiant Benediction ↗
Attacks can restore health to the caster and nearby party members.
Stigma · optional skills
Power Explosion ↗
Earth damage to the target with stagger contribution.
Absolution ↗
Removes up to two weakening effects from the caster and nearby party members and restores health.
Benevolence ↗
Applies a timed effect to the caster that continuously restores nearby party members' health.
Prayer of Amplification ↗
Temporarily increases attack.
Summon Resurrection ↗
Revives nearby fallen party members near the caster.
Earth's Punishment ↗
Earth damage plus periodic damage; contributes to stagger.
Salvation ↗
Temporarily negates damage and prevents status effects; some powerful attacks bypass it.
Root ↗
Earth-area damage with a chance to root; the official list describes a guaranteed root against NPC targets.
Light of Protection ↗
Toggle that increases nearby party PvE/PvP damage amplification and tolerance. Its effect does not stack with Chanter's corresponding mantra.
Yustiel's Power ↗
Temporarily increases nearby party PvE/PvP damage tolerance.
Voice of Doom ↗
Earth-area damage over time and reduced enemy received healing.
Assault Mark ↗
Area HP/MP damage with rooting potential; defense increases with targets hit.
Noble Aura ↗
Summons an aura that travels with the caster and attacks the target.
Skill icons © NC. Used to identify the referenced game skills. No open license is asserted.